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Through the Breach FAQ and Errata (4/27/16)


Mason

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I just wanted to put this out there for possible consideration: Knuckledusters should probably have the "finely tuned" special rule.  The reasoning is that Knuckledusters are extremely elementary weapons, and if you modify them to have Enlarged or Extended, you really don't have Knuckledusters any more - you have something more like a claw or a truncheon (and there are separate rules for those).  Likewise, "folded steel" knuckledusters don't really make the weapon hit any harder than the brass version - harder doesn't mean stronger when throwing a punch.

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A Fated character in my game has the Rampager Advanced Pursuit from Northern Aggression, and I think the Fuming Condition that this Pursuit gains and uses might need some consideration.

The character gets Fuming +1 for each point of damage taken, but as the character advances in Rampager Ranks, there are other things that can also generate Fuming.  We all had a pretty good laugh when the Rampager Character managed to get to Fuming +10 during one fight, but it's been happening more often than not that this character is ending Dramatic Time with with Fuming +10 or higher.  During a a recent session that character managed to make it to Fuming +32.  This was a combination of taking damage, backed with magical healing, but boosted by other things that add to the Fuming Condition.  After a certain point in the battle, the player controlling the Rampager stopped spending Fuming points just to see how high he could get it.  He then ended the combat by essentially becoming The Flash.

Now, this last event was quite exceptional, but even with normal fights the Rampager accumulates Fuming faster than she can spend it.  

This problem is magnified when the Fated is following the Bully Basic Pursuit.  The Fuming Condition is added to Intimidate Challenges, and Terrorize is based on Intimidate.  We frequently end up in situations where targets are auto-Terrorized regardless of Rank, and that last exceptional fight had the Fated at a point where he could cause a Tyrant to cower.

Two suggestions come to mind, but neither are perfect solutions:

  • Treat Fuming like a regular Condition, in that it goes away at the end of the character's Turn.
    • Fuming gets reduced by 1 for every minute the character does not suffer damage, which implies that the Condition sticks around past the end of the turn.
    • The drawback is that the Fated may not often get enough Fuming to trigger the Talents from the Pursuit's higher Ranks.
  • Cap Fuming, possibly at +10.
    • This still allows more than enough to trigger Talents from the Pursuit's higher Ranks without pushing Intimidate too deeply into ludicrous territory.
    • Not sure about drawbacks, other than the fact that this is just clearly an arbitrary limit

 

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6 minutes ago, Chrios13 said:

Sorry, I couldn't find an answer in the Almanacs, but what does it mean when a trigger has two different suits? Does that mean either one triggers the effect, or do you need both? 

You need both.  From Fated Almanac page 190, Triggers, paragraph 3:

Quote

In addition, each Trigger has a requirement of one or more Suits, which must be present in the Character's final Duel Total.   ...

The stuff about suit values not being "spent" is there to say that if you have a Duel Total of 14:crowand a TN of 10:crow, that :crowcan be used for a :crowtrigger at the same time that it's being used to satisfy the Suit in the target number.

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There are also a few talents that can help out too.  There is Strike First for the Infiltrator where if the Fated attacks someone who thinks they are friendly or has not activated during Dramatic time they may add a suit of their choice to the final duel.  The Collaborator can kind of do it too with Set'em Up talent, though it works better if someone else is the Collaborator using the talent as you have to attack them, damage them, then discard a card to have that suit be wired in and it only lasts till the Collaborator's next turn.  The collaborator can also do it with All Together Nw but only for ongoing challenges.  The Overseer pursuit can get the Work Smarter talent that lets you discard a card to add the suit to Initial acting value for himself or an ally he can see too.

So not a ton of ways but there are several.

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2 hours ago, 8wGremlin said:

Question: Are Invested and/or Undead affected by the Poison condition.

Into the Steam, pg53 "Invested are immune to any Condition that references a Living Anatomy. 

They're should be immune to poison. However, there are some general talents that allow poisons and other concoctions to affect Invested and Stitched characters listed in Under Quarantine.

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